H22 - Copernicus and Time Shift | Jakub Spacek | Houdini 22 HIVE

Managing texture seams across complex UV islands can completely ruin a procedural effect, but the new adjacency workflows in Houdini 22 make handling bad topology a breeze. Using a highly detailed, dense 3D statue scan to stress-test the pipeline, Jakub breaks down how to leverage the Geometry to Adjacency node to pack complex spatial data and seamlessly bridge boundaries inside Copernicus. He walks through an organic, custom solver setup utilizing position attribute sampling, noise distortion, native Turing patterns, ripple solvers, and new time manipulation nodes to drive a hyper-vibrant paint-spreading effect across separate UV islands with absolutely zero visual artifacts or bleeding. 00:00 - Intro & Adjacency Workflows 01:31 - Mesh Cleanup & UV Optimization for Copernicus 04:24 - Flattening Geometry & Sourcing Color Points 05:53 - The Geometry to Adjacency Packed Cable 07:15 - Custom Solvers & Procedural Paint Spreading 10:50 - New Time Manipulation Nodes in COPs 11:52 - Seamless Blurring Inside Blocks 13:11 - Turing Patterns & Ripple Solvers 16:47 - Lookdev in Solaris & Dynamic ML Growth 18:54 - Q&A: Texture Caching & Handling Bad Topology #Houdini22 #H22 #H22HIVE #SideFX #Copernicus #HoudiniCOPs #AdjacencyWorkflows #ProceduralTexturing #TextureSeams #Solaris #KarmaXPU #VFXPipeline